export default {
	sw_zhanshenfangtianji: {
		cardimage: "fangtian",
		//image: "ext:云中守望/fangtian.png",
		fullskin: true,
		//derivation: "sw_xingshen_baiyang",
		cardcolor: "diamond",
		type: "equip",
		subtype: "equip1",
		distance: {
			attackFrom: -3,
		},
		ai: {
			basic: {
				equipValue: 3,
			},
		},
		skills: ["sw_zhanshenfangtianji_skill"],
	},
	sw_leiting: {
		cardimage: "pyzhuren_club",
		fullskin: true,
		//derivation: "sw_baiyang",
		cardcolor: "diamond",
		type: "equip",
		subtype: "equip1",
		distance: {
			attackFrom: -3,
		},
		ai: {
			basic: {
				equipValue: 7.5,
			},
		},
		skills: ["sw_leiting_skill"],
	},
	sw_qixianqin: {
		cardimage: "fuxiqin",
		fullskin: true,
		cardcolor: "diamond",
		type: "equip",
		subtype: "equip1",
		distance: {
			attackFrom: -7,
		},
		ai: {
			basic: {
				equipValue: 7.5,
			},
		},
		skills: ["sw_qixianqin_skill"],
	},
	sw_haishensanchaji: {
		cardimage: "sanjian",
		fullskin: true,
		cardcolor: "spade",
		type: "equip",
		subtype: "equip1",
		distance: {
			attackFrom: -9,
		},
		ai: {
			basic: {
				equipValue(card, player) {
					if(player.group == "lonely") return 10
					else return 5.5
				},
			},
		},
		skills: ["sw_haishensanchaji_skill"],
	},
	sw_yinshentoukui: {
		cardimage: "rewrite_baiyin",
		fullskin: true,
		type: "equip",
		subtype: "equip2",
		loseDelay: false,
		onLose() {
			player.removeSkill("sw_yinshentoukui_skill_buff");
		},
		skills: ["sw_yinshentoukui_skill"],
		ai: {
			order: 9.5,
			equipValue(card, player) {
				if (player.hp == player.maxHp) return 5;
				if (player.countCards("h", "baiyin")) return 6;
				return 0;
			},
			basic: {
				equipValue: 5,
				useful: (card, i) => {
					let player = get.event().player,
						num;
					if (player.isDamaged() && player.hp < 2 && get.recoverEffect(player, player, player) > 0) return -10;
					num = player.hasSkillTag(
						"filterDamage",
						null,
						{
							card: new lib.element.VCard("sha"),
							jiu: true,
						},
						true
					)
						? 0.6
						: 1.2;
					num += game.countPlayer(cur => {
						if (get.attitude(cur, player) <= 0) return cur.hasSkillTag("damageBonus");
					});
					if (player.isDamaged()) num /= player.getDamagedHp();
					return num;
				},
			},
		},
	},
}

